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Chtouille

23
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A member registered Jun 24, 2020 · View creator page →

Creator of

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That was really funny! I laughed out loud a couple time at the absurdity of what was going on :D
The presentation is lovely and very slick!

Very fun idea! I wish the hitboxes were made clearer for the snake-like game, as hitting the sword felt a bit frustrating sometimes. 
I could definitely see myself playing more of it if you ever add new levels 
The artsyle is lovely too

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The presentation is great and really unique. It oozes slickness!
Also, thanks for sharing an HTML version

Thank you so much for trying out the game and your feedback
That's a good idea! Tetris was my main inspiration so I wanted to get something frantic
But I could totally see the game working if I tuned it up differently to make it more calculated and precise. I might add another game mode after the end of the jam :D

Very fun setting and concept
Props to the catchy music!

Slick presentation! I was not expecting a cluster of knives as soon as the camera moved up x)
Well done!

Cool physics indeed :D

I love the fact that you can jump mid-air after using the hook! 

Loved the art! The gameplay feels super snappy too

Got 1:17! The movement feels great, I wish there were more levels!

I was a bit skeptic at first, but it turns out to work well!
That's a really original and interesting concept

I loved the music and the satisfying sounds, it feels nice to play despite how simple it is!

The art and writing are delightful!

It feels awesome to play! Congrats!

I loved the "Slislislislick" x)
The mechanics are really fun too!

I looooooove to hear that 😁 

It was very cool watching you figure out the puzzles during your live, thank you for showcasing our game!

Cool idea very well executed!

I wonder wether you should add a system to encourage player looping back to their initial word after some time (for example, setting a random goal at the start of the game : "your objective is to make a loop with between 25 and 30 entries")

We would lose the infinite aspect that is really nice, but that would add an extra layer of complexity

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As an avid Shmup player, I really love the core mechanic of swapping between ships to pick up items.

I could see this idea being expanded upon and leading to a very fun game filled with tense movement decisions (what if, for example, each ship had a different weapon you had to adapt to when swapping to pick up items...)

As it stands out, the game is really fun and I had a good time discovering the abilities of each ship, I'm also impressed by the amount of content you've put in, even including a boss battle!

Once the mechanics clicked for me, I had a really fun time with the game!

I relied heavily on kiting enemies and using dash to cancel my actions' recovery 😁

That is a very impressive game, I have no idea how you managed to implement that many features and art as a solo dev, great work!

I enjoyed the gameplay, the slow down was a nice touch and the levels were well made. They didn't feel repetitive and became increasingly difficult and interesting.

I would suggest adding some air control after looping, to reposition Loop-man when doing successive loops.

As a side note, we also made a game featuring Loop-man! It is pretty cool to see the "Loop-man extended universe" come together during this game jam 😁

Thank you very much!

I'll add a basic save feature once the voting is over. We didn't prioritize it due to time constraints, but I agree it's important to allow players to take breaks in this type of game 😌

As for the UI, all credits to Basilio Moya (redh_art on Instagram) who spent a lot of time perfecting all its details (he also made the beautiful illustration you see at the start of the game!)

I was not aware you could do that with Steam! Thank you for sharing, hopefully we can reach out to more players thanks to your tip 😁

Thank you so much ☺️

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Thank you so much for showcasing our game!

I unfortunately wasn't able to watch you play live but I really appreciate you taking the time and giving us more visibility.

And I'm glad you enjoyed it!

Now that I've been able to do a few playtests, I think I agree with your point. I was afraid to scare players away or lose them with confusing mechanics if I introduced them faster, but I've overdone it a little bit..

Thank you for your kind words ☺️

Even if the final level looks like mission impossible, there is indeed a solution to it!

I promise 😉